HCC: Medium: Sound Rendering for Physically Based Simulation

HCC:媒介:基于物理的模拟的声音渲染

基本信息

  • 批准号:
    0905506
  • 负责人:
  • 金额:
    $ 119.38万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Continuing Grant
  • 财政年份:
    2009
  • 资助国家:
    美国
  • 起止时间:
    2009-07-01 至 2015-06-30
  • 项目状态:
    已结题

项目摘要

Computational physics can help us animate crashing rigid and deformable bodies, or fracturing solids, or splashing water, but the results are silent movies. Virtually no practical algorithms exist for synthesizing synchronized sounds automatically. Instead, sound recordings are edited manually for pre-produced animations or triggered automatically in interactive settings. The former is labor intensive and inflexible, while the latter produces awkward, repetitive results. This situation is a serious obstacle to building realistic, interactive simulations (whether for entertainment, training, or other applications), which require sound to be compelling,. In this research the PIs will begin filling this broad void by pursuing fundamental advances in computational methods while solving several particularly challenging sound rendering problems. The goal is to produce some of the first viable methods in this area, upon which many more can be built. Successful implementation of this program will fundamentally transform our relationship with our increasingly convincing simulated realities, because for the first time we will be able to hear them as well as see them. To these ends, the PIs will develop fundamental algorithms that address the problems of simulating the vibrations that cause sound and computing the sound field produced by those vibrations.1) Reduced-order vibration models. Simulating vibration in complex structures is expensive because of the need for both high model complexity and audio-rate temporal resolution. The PIs will develop dimensional model reduction methods to enable efficient sound rendering from complex, nonlinearly vibrating geometry, such as thin shells.2) All-frequency sound radiation. Realistic sound requires computing the radiated sound field from a vibrating surface over the very broad range of audible frequencies. But existing methods are either inaccurate for low frequencies or impractical for high frequencies. The PIs will develop hybrid algorithms based on a broad toolbox and discover which methods are most successful for which problems.Complementing the algorithmic work, the PIs will pursue solutions to a series of difficult, unsolved sound rendering problems that are of value in applications:a) Harmonic fluid sounds. Few sounds are as distinctive as pouring a glass of water or the babbling of a brook, yet no algorithms exist to compute these sounds automatically. The PIs will investigate practical algorithms for harmonic bubble-based sound radiation characteristic of splashing fluids.b) Multi-object sound. Sounds made by collections of objects in contact (think of a bin of LEGOs or a basket of blocks) involve close-proximity effects that are often ignored. The PIs will develop sound rendering methods to approximate multi-object contact sounds with object-object interactions.c) Fracture. Brittle fracture creates distinctive sounds during destructive processes like breakage of glass. The PIs will research the efficient generation and excitation of vibrating fragments, and multi-object sound radiation from vibrating debris.In all aspects of this research, the PIs will ensure that they are solving problems accurately by comparing every approximation to a reference solution, and they will also ensure they are solving the right problems by testing perceptual equivalence between approximate solutions, reference solutions, and recorded sounds.Broader Impacts: Successful implementation of this program will lead to practical innovations of immediate relevance to computer graphics, and applications of acoustic simulation. In the future, the methods developed in this project or their successors will completely transform how sound is computed in interactive virtual environments.
计算物理学可以帮助我们制作碰撞刚性和可变形物体的动画,或者破碎固体,或者飞溅的水,但结果是无声电影。 实际上,不存在用于自动合成同步声音的实用算法。 相反,录音是手动编辑的预先制作的动画或自动触发的互动设置。 前者是劳动密集型和不灵活的,而后者产生尴尬的,重复的结果。 这种情况严重阻碍了构建逼真的交互式模拟(无论是用于娱乐,培训还是其他应用),这些模拟需要声音令人信服。 在这项研究中,PI将开始填补这一广泛的空白,通过追求计算方法的根本进步,同时解决几个特别具有挑战性的声音渲染问题。 我们的目标是在这一领域产生一些第一批可行的方法,在此基础上可以建立更多的方法。 这个计划的成功实施将从根本上改变我们与日益令人信服的模拟现实的关系,因为我们将第一次能够听到它们,以及看到它们。 为此,PI将开发基本算法,解决模拟引起声音的振动和计算这些振动产生的声场的问题。1)降阶振动模型。 模拟复杂结构中的振动是昂贵的,因为需要高模型复杂度和音频速率时间分辨率。 PI将开发维度模型简化方法,以便从复杂的非线性振动几何形状(如薄壳)中有效地再现声音。 真实的声音需要计算在非常宽的可听频率范围内来自振动表面的辐射声场。 但现有的方法要么是不准确的低频或不切实际的高频。 PI将基于广泛的工具箱开发混合算法,并发现哪些方法对哪些问题最成功。作为算法工作的补充,PI将寻求解决一系列困难的,未解决的声音渲染问题,这些问题在应用中具有价值:a)谐波流体声音。 很少有声音像倒一杯水或小溪的潺潺声那样独特,但目前还没有算法可以自动计算这些声音。 PI将研究基于谐波气泡的飞溅流体声辐射特性的实用算法。B)多目标声。 由接触的物体集合(想想一箱柠檬或一篮子积木)发出的声音涉及经常被忽视的近距离效应。 PI将开发声音渲染方法,以近似具有物体-物体相互作用的多物体接触声音。 脆性断裂在玻璃破裂等破坏性过程中会产生独特的声音。 研究人员将研究振动碎片的有效产生和激励,以及振动碎片的多目标声辐射。在这项研究的各个方面,研究人员将通过将每个近似值与参考解进行比较来确保他们准确地解决问题,他们还将通过测试近似解、参考解、更广泛的影响:该计划的成功实施将导致与计算机图形学和声学模拟应用直接相关的实际创新。 在未来,该项目或其后续项目中开发的方法将完全改变交互式虚拟环境中的声音计算方式。

项目成果

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Doug James其他文献

Trajectories of Psychological Distress of Men Treated at Aboriginal Residential Rehabilitation Services for Alcohol and Drug Misuse
在原住民住宅康复服务中因酗酒和吸毒而接受治疗的男性心理困扰的轨迹

Doug James的其他文献

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{{ truncateString('Doug James', 18)}}的其他基金

CM/Collaborative Research: Simulation-based Software Tools for Automated Knitting
CM/协作研究:基于仿真的自动针织软件工具
  • 批准号:
    1644490
  • 财政年份:
    2016
  • 资助金额:
    $ 119.38万
  • 项目类别:
    Standard Grant
CAREER: Precomputing Data-driven Deformable Systems for Multimodal Interactive Simulation
职业:预计算数据驱动的可变形系统以进行多模态交互仿真
  • 批准号:
    0652597
  • 财政年份:
    2006
  • 资助金额:
    $ 119.38万
  • 项目类别:
    Continuing grant
CAREER: Precomputing Data-driven Deformable Systems for Multimodal Interactive Simulation
职业:预计算数据驱动的可变形系统以进行多模态交互仿真
  • 批准号:
    0347740
  • 财政年份:
    2004
  • 资助金额:
    $ 119.38万
  • 项目类别:
    Continuing Grant

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